#ifndef UNIVERSAL_INPUT_INCLUDED #define UNIVERSAL_INPUT_INCLUDED #define MAX_VISIBLE_LIGHTS_SSBO 256 #define MAX_VISIBLE_LIGHTS_UBO 32 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl" // There are some performance issues by using SSBO in mobile. // Also some GPUs don't supports SSBO in vertex shader. #if !defined(SHADER_API_MOBILE) && (defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_PS4) || defined(SHADER_API_XBOXONE)) #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 1 #define MAX_VISIBLE_LIGHTS MAX_VISIBLE_LIGHTS_SSBO // We don't use SSBO in D3D because we can't figure out without adding shader variants if platforms is D3D10. // We don't use SSBO on Nintendo Switch as UBO path is faster. // However here we use same limits as SSBO path. #elif defined(SHADER_API_D3D11) || defined(SHADER_API_SWITCH) #define MAX_VISIBLE_LIGHTS MAX_VISIBLE_LIGHTS_SSBO #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0 // We use less limits for mobile as some mobile GPUs have small SP cache for constants // Using more than 32 might cause spilling to main memory. #else #define MAX_VISIBLE_LIGHTS MAX_VISIBLE_LIGHTS_UBO #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0 #endif struct InputData { float3 positionWS; half3 normalWS; half3 viewDirectionWS; float4 shadowCoord; half fogCoord; half3 vertexLighting; half3 bakedGI; }; /////////////////////////////////////////////////////////////////////////////// // Constant Buffers // /////////////////////////////////////////////////////////////////////////////// half4 _GlossyEnvironmentColor; half4 _SubtractiveShadowColor; float4x4 _InvCameraViewProj; float4 _ScaledScreenParams; float4 _MainLightPosition; half4 _MainLightColor; half4 _AdditionalLightsCount; #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA StructuredBuffer _AdditionalLightsBuffer; StructuredBuffer _AdditionalLightsIndices; #else float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS]; #endif #define UNITY_MATRIX_M unity_ObjectToWorld #define UNITY_MATRIX_I_M unity_WorldToObject #define UNITY_MATRIX_V unity_MatrixV #define UNITY_MATRIX_I_V unity_MatrixInvV #define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection) #define UNITY_MATRIX_I_P ERROR_UNITY_MATRIX_I_P_IS_NOT_DEFINED #define UNITY_MATRIX_VP unity_MatrixVP #define UNITY_MATRIX_I_VP _InvCameraViewProj #define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M) #define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV) #define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) #define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" #endif